Thanks Leezy
Yeah she’s decent in other grooves, but I think she really shines in K. She can be hella annoying when she wants to be too. There are times (especially against Sak) where I pull some Steve Harrison shit and just not move for half the damn match. Great feeling.
That being said, I think I’ve figured that K Mai / ?? / Blanka always end up on my team, but that ?? spot (not necessarily the middle mind you) always depends on the team my opponent is playing.
I’m trying to learn Hibiki right now, but I think she’s above my ability to play her well in K.
Go to YouTube and type “Buktooth” in the search box, you’ll find tutorials for Kyo, Rock and Ken.
Have you tried N-Mai?
Yes I have.
Though I’m not proficient with rc anything, but what’s your say on N-Mai?
When I started playing Mai a few months ago I was confident N-Mai was her best groove, but after messing around with her, reading threads in here as well as watching match videos, I’d say N-Mai & K-Mai are pretty close, maybe K-Mai being slightly better.
Basically N-Mai loses JD and gains RC Ryu En Bu. RC Ryu En Bu will get you hurt badly if it gets blocked up close but it seems pretty safe if done at the proper distance and it helps her ground game. Probably the thing I like the most about N-Mai is that I can put her first, play a runaway game (her best strategy, IMO and when done right it annoys the hell out of the opponent), build meter and hand it over to whoever is second in my team.
I think K wins out slightly, just because JD helps her so much. There are a lot of setups that become free jump-ins/option selects with JD as a back up where she would get popped for free in N without JD. RCing under pressure to get out of a jam is a lot more risky than JDing with option selected throws, normals imo.
However…if you’re really good in N…she has way more options. The fear of low short, stand jab xx lvl 1 fans into wakeup mind games is just retarded. RC flamewhip is really good, and as long as you distance it well and mixup fans, flamewhips, small jumps, and normals your opponent will be sufficiently mind fucked.
so, after a little thinking, i came up with: c - akuma, kyo, blanka.
much better than the thought of having yun AND akuma together, eh?
A-Rolento/Bison/Blanka (just basicly switched Bison and Blanka)
Rolento: I have a pretty solid rushdown, and I can do his CC pretty easily.
What pattern is the most damaging though?
Bison: I can PTF for maybe 25-30 hits until I start losing it.
Blanka: and finally got down 2 key RC’s (Hop, Blanka Ball), but I still can’t RC electric.
I’ve never RC electric in my life, can some1 help me?
with mai, being able to RC the wall dive is probably most important thing
it’s unthrowable on wakeup, she generally won’t even reach the wall if she’s midscreen (making it basically an invincible back jump), and if shes in the corner the actual wall dive part happens hella fast and actually gives her frame advantage on block. if it hits you can juggle level 3, but its shit damage
pretty much the only risk to it is messing it up. the opponent has to do REALLY advanced shit to counter it, like anticipated high tiger supers if you’re midscreen
imo she doesnt even really need jump in JDs; her jump is stupid fast and her moves have high priority, like vega. she also has like one of the top 3 low jump games in cvs2, so you’ll probably be doing that more than regular jumping. also, if she lands a kick throw in the corner (not hard if you mix up well), she gets a crazy deep free jump in on the majority of the cast by just holding up-forward
imo n-mai expands her main strengths better and is actually a reallllly strong character. ive seriously thought about replacing morrigan with mai at times, but im not disciplined enough to play her defensive aspects well
RC elec: lp, mp, hp, lp+lk, hp
Sometimes I bait something with d+lk, pressing [hp, mp, lp] during the kick animation, then [lp+lk, hp]
So you use kind of a drumming technique?
^^ the technique I know is something like this:
Index Finger = lp
Thumb = lk
Middle = mp
Ring = hp
drum the punches/fingers across the top, either left to right or right to left,
then hit Index + Thumb and hp.
My understanding is that this is the technique for all multibutton RC’s: Honda hand slaps, Joe handslaps, etc.
That’s pretty good info.
Are there any good uses for Wall Dive (qcb+P version)? Or should I just stick with low jump HK for jump-in stuff?
Also, are there any good set-ups for her cross-up? At least for me I find her cross-up hard to land consistently.
I’ve never considered using N-Mai as user, at least for me she seems better as battery (in which case, I’m much better with N-Iori/Ken/Vega, and that kind of makes it pointless to use her as battery in competitive play, at least for me).
That’s actually a pretty decent team right there. but IMO as C-Akuma is good, but I’d really replace him with Ryu or Ken, throwing them as 2nd and Kyo as first and Kyo build meter so fast, and he doesn’t die in a sneeze.
She can work as a user actually, shortx3 into super, is pretty nice, I don’t remember damage wise, but it’s fairly nice, and she can also build her meter too.
I think you might also be able to work the same team with Kyo up front and Akuma in the middle. This would mean meter to do Raging Demon. That is probably the onl advantage, but if you are good at demon setups it might be useful.
C-kyo is a good user though, as he has 2 decent lvl 2 cancels.
yeah, i usually play akuma in n-groove. color-oriented teams, ftw! lol.
She does have combos indeed; c.LK(x) > far s.LK, xx lvl 3 Super; c.LK(3x) > far s.LP xx lvl 3 Super; c.LK > close s.LK, c.MP xx lvl 3 Super; etc. They all do decent damage.
My question is, is N-Mai good enough to get in and land super combos consistently? It seems to me that she’s not so much of a rushdown type of character but more like a runaway/keepaway type of character, thus the reason I prefer to put her in the battery spot and let someone else make a good use of the meter (in my case, somebody like Chun Li or Cammy).
what are some good choices in n-groove team. I’m trying to stay away from sagat and blanka, and I’ve also tried chun but that didn’t work out too good.
Battery: Iori, Akuma, Mai
User: Morrigan, Hibiki, Ryu
Anchor: Sagat, Hibiki
Those are some of the most popular choices.
When it comes to Mai, even though you’ll probably find this to be odd, I find her quite useful in C Groove. Sure, N-Groove is much better (I’ve used it, and she’s really dangerous in it), but C-Groove’s, as basic as it is, can still be quite fierce IF used correctly with her (I’ve never used Low Jump or RC ever, so I have yet to experiment with them). And I always use her first, since (around my area at least), everyone has the most problems beating her (I usually, if we play 3 vs 3, beat all 3 of my opponent’s team with her alone, and if she doesn’t beat them, then damn if Rugal doesn’t). N-Groove…is very powerful, especially once you’ve activated her Groove guage (I can’t remember off the top of my head what it’s called…), and then just attack the opponent like crazy.
If you can’t tell by now, Mai’s my all-time favorite character and my best…